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“But I suppose it’s often that way. The brave things in the old tales and songs, Mr. Frodo: adventures, as I used to call them. I used to think that Overview they were things the wonderful folk of the stories went out and looked for, : Journeys in Middle-earth™ is a cooperative game because they wanted them, because they were exciting and life was a bit for one to five players. During a game, a group of heroes embarks dull, a kind of a sport, as you might say. But that’s not the way of it with on perilous adventures, working together to explore and survive the the tales that really mattered, or the ones that stay in the mind. Folk seem vast and world of J.R.R. Tolkien’s The Lord of the Rings™. to have been just landed in them, usually – their paths were laid that way, Throughout their journeys, heroes battle powerful foes, discover lost as you put it. But I expect they had lots of chances, like us, of turning back, treasures, uncover forgotten lore, and customize their skills according only they didn’t. And if they had, we shouldn’t know, because they’d have to their role within their Fellowship. As darkness is rising, unifying evil, been forgotten. We hear about those as just went on – and not all to a good shadow, and corruption, it is the time for the heroes to take a stand and end, mind you; at least not to what folk inside a story and not outside it call begin their journey in Middle-earth. a good end. You know, coming home, and finding things all right, though not quite the same—like old Mr. Bilbo. But those aren’t always the best tales to hear, though they may be the best tales to get landed in!” An Epic Campaign Each game of The Lord of the Rings: Journeys in Middle-earth is one — adventure of a greater campaign. During each adventure, the heroes attempt to complete a series of objectives before they are overwhelmed by the evils of Middle-earth. No matter the outcome of a particular adventure, the heroes and the campaign progress. Eventually, after completing a series of adventures, the campaign will reach a climatic The Stories Untold conclusion that ends in success or failure for the entire party of heroes. Each time the players begin an adventure, the Journeys in Middle-earth app fills that adventure with content from a The App host of many possibilities. The same adventure can vary in many aspects: the size and layout of the map, the enemies To play The Lord of the Rings: Journeys in Middle- and allies that are encountered, the events that plague the earth, one player must download the free Journeys heroes, and much more. As a result, players can play the same in Middle-earth app on a compatible device. The campaign repeatedly and live a new story each time. app determines the challenges and content that the heroes encounter during the game, from tile and token placement to enemy behavior. The app also allows the heroes to save their campaign, allowing them to complete it over the course of several gaming sessions. To download the app, search for Journeys in Middle-earth on the ™ Appstore, Apple iOS App Store™, Google Play™, or Steam®.

Using This Document The purpose of this document is to teach new players how to play Journeys in Middle-earth. Players must read this Learn To Play in its entirety before playing for the first time. This game includes a Rules Reference, which is a second document that describes detailed rules and exceptions that are omitted from this Learn To Play document. As questions arise during the game, players should consult the Rules Reference instead of the Learn To Play.

2 Component List

1 Rules Reference 22 Journey Map Tiles 2 Battle Map Tiles 31 Plastic Figures (6 Heroes, 25 Enemies)

1: 2 hits Hidden Fire Pit 2: 3 hits, pierce

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Dagger Ill Will Cursed Injury If you are attacked, before you If you attack while in a test, prevent all  Each other hero suffers Keep this card faceup. space with a fire pit, you may this boon. 1 facedown . discard a card with and discard If you would discard a faceup test to add pierce or smite. When you attack, you may   from the TM Lic. SZC to FFG Then discard this card. , flip it facedown instead. discard this boon to add 1 

TM Lic. SZC to FFG .

 25  TM Lic. SZC to FFG

83 Item Cards 15 Boon Cards 28 Fear Cards 28 Damage 10 Terrain Cards Cards

Undying Might TM Lic. SZC to FFG Wanderer TM Lic. SZC to FFG Trailblazer TM Lic. SZC to FFG Pack-Dweller When you test , you may After you explore a tile, you or Before you sprint, gain discard this skill to add 1 . a nearby hero may scout 1. 1 inspiration. After you strike with Sprint 1 (During your turn, this skill, remove it from the adventure. discard to move 1 space.) TM Lic. SZC to FFG Strike 3

Off Course TM Lic. SZC to FFG

Weakness Basic 1 1 Pathfinder 1 Title 3

30 Basic 30 Hero 72 Role 20 Weakness 21 Title Skill Cards Skill Cards Skill Cards Skill Cards Skill Cards

Gimli

BACKGROUND

Gimli, son of Glóin, descendant of Durin the Deathless, long burned for adventure beyond his exile-home in Ered Luin. When Glóin joined a company traveling east to reclaim the forfeited Kingdom under the Mountain, Gimli could not join their number. Now, however, being of a respectable age, Gimli Gimliis ready to release his ferocity and expertise upon his foes. Like any , a passion churns within to deliver retribution on the vile that dwell in the darkness beneath the earth. One need not travel below to find them now, however, and so Gimli waits, restless, for the first call for deliverance from, or war against, the rising darkness. Might SUGGESTED START 4 Role: “Guardian” Wisdom Items: “Battle Axe” and “Ring Mail”2 Agility 2 Spirit 4 3 4 Barrels/Table 4 Fire Pit/Statue Wit Fear 2 4 Damage TerrainTokens Terrain Tokens After you attack, you may place 1 card from6 the test on top of your deck. Dwarf

6 Hero Cards 3 Pit/Mist Terrain Tokens

10 Stream/Wall Terrain Tokens 9 Bush/Boulder Terrain Tokens

12 Enemy Banners and 20 Search/Threat 30 Inspiration/ 21 Depletion Tokens 8 Person Tokens 5 Darkness Plastic Stands Tokens Exploration Tokens (4 variations) Tokens

3 First Campaign Setup To set up their first campaign of Journeys in Middle-earth, players follow the steps presented in this section. 1. Select Campaign and Difficulty: Select the “New Game” button on the app’s title screen. Then, the app will guide the players through a series of screens for selecting a campaign, a 1: 2 hits Increase your  limit by 1. Beravor 1: 2 hits Before you suffer facedown , Might 3 difficulty, and a save slot. It is recommended that players select 2: 3 hits, stun you may prevent 1 of that . Wisdom 3

the “Bones of Arnor” campaign and “Normal” difficulty. Agility 3 4 Staff Travel Garb Spirit 3 Fear 5

2. Create Party and Select Heroes: Each player selects a hero in Wit 2 Damage 5

the app, takes their hero’s corresponding figure and hero card, TM Lic. SZC to FFG TM Lic. SZC to FFG Once per round, after you sprint, hide, or strike you may scout 1. and places them in their play area. These heroes will be used for  28   24  Human the duration of the campaign, which spans several adventures. 1: 2 hits 1: 2 hits Beravor’s Starting Items, Figure, and Hero Card If playing single-player, the player chooses two heroes and 2: 3 hits, stun controls both of them.

3. Gather Starting Items: The app assigns starting items for each hero. Each player finds the item cards that match the name and Staff Tier 1 on tier displayed in the app and places them near their hero card. Item Card Players may select different starting items in the app if they wish. TM Lic. SZC to FFG

 28  4. Create Damage, Fear, and Weakness Decks: Shuffle the damage cards, fear cards, and weakness skill cards (only weakness skill cards, not other skill cards) into separate decks Damage, Fear, and and place them in the center of the play area where all players Weakness Decks can reach them.

5. Create Supply: Separate the exploration/inspiration, search/ threat, person, and enemy banner tokens as well as the three types of boon cards into separate piles to create the supply. Set aside all map tiles and enemy figures; some of them will be used Tokens in Supply during the adventure. Return the battle map tiles and terrain tokens to the box—they are not used in the first adventure.

6. Begin Campaign: The players input a group name, and then Hidden Emboldened Determined select “Begin” in the app and watch the short cutscene that introduces the story and the heroes’ . Boon Cards If you are attacked, before you At the end of your turn, if When you test, you may test, prevent all  and discard there are no nearby enemies, discard this boon to discard this boon. discard this boon. any number of cards from When you attack, you may If you suffer  or , the test and reveal that discard this boon to add 1 . discard this boon. many additional cards. When you attack, add 2 hits.

7. Choose Role: Each player selects a role in the app—this is the role their hero takes for the first adventure. A player can choose any role from the menu, but the recommended starting role for Roles each hero is as follows: A hero’s role during an adventure determines some of that  Aragorn: Captain  Elena: Musician hero’s capabilities. Each role has a general purpose:  Burglar: Evades enemies and is self-sufficient  Beravor: Pathfinder  Gimli: Guardian   Captain: Helps the party prepare for any situation  Bilbo: Burglar  : Hunter  Guardian: Protects others and has strong defenses  Hunter: Attacks for heavy damage  Musician: Inspires others to succeed at their tasks  Pathfinder: Helps the party move quickly Role selection is not permanent—heroes can change roles between adventures.

4 TM Lic. SZC to FFG

Time of Need

When you test, if you do not 8. Gather Skill Cards: Each hero gathers the following 15 reveal any , you may discard

skill cards: this skill to convert all  to .

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TM Lic. SZC to FFG to SZC Lic. TM TM Lic. SZC to FFG to SZC Lic. TM

TM Lic. SZC to FFG  Ancient Wisdom Clever Wit Unyielding Spirit Time of TMNeed Lic. SZC to FFG  one copy of each skill card numbered 1–6 that has the word When you test , you may When you test, if you do not Honed Agility When you test , you may TM Lic. SZC to FFG discard this skill to add 1 .  discard this skill to add 1 . reveal any , you may discard When you test , you may this skill to convert all  to . Undying Might discard this skill to add 1 . TM Lic. SZC to FFG “Basic” on the bottom of the card When you test , you may discard this skill to add 1 . When you test , you may discard this skill to add 1 . Gift of Men  Basic 3 Basic 4 Basic 5  the skill cards numbered 1–5 that have the name of their hero Basic 2 Basic 6 Basic 6 Basic 1 on the bottom of the card Innate • Valour During your turn, you may 

 the skill cards numbered 1–3 that have their role on the discard this skill to discard TM Lic. SZC to FFG to SZC Lic. TM

bottom of the card (the text boxes on these cards are colored FFG to SZC Lic. TM 1 . TM Lic. SZC to FFG

TM Lic. SZC to FFG green to help players quickly identify them) Ways of Old Fateless Ways of Old Gift of Men

Innate TM Lic. SZC to FFG • KnowledgeTactic • KnowledgeWhen you test, youDuring may yourInnate turn, you may TM Lic. SZC to FFG Into Hiding Tactic discard this skill to convert When you test, you may discard this skill to• Valourdiscard When you test, youdiscard may this skillall to  convert to . 1 .  discard this skill and1 to scout convert to 11.  and scout 1.  During your turn, if there to are 1  one weakness card from the top of the weakness deck no enemies in your1 space, you Sprint 1 (During your turn, may discard this skillSprint for you 1 (Duringdiscard your to turn, move 1 space.) and each other herodiscard in your to move 1 space.) space to become hidden. Paths Unseen Beravor 4 Beravor 2 Beravor 3 Guard 2 (Discard to prevent 2 Beravor 5 Beravor 5  or  for a heroBeravor in 1 your space.) After you sprint with this skill, you may place another hero in your space without

provoking attacks. TM Lic. SZC to FFG to SZC Lic. TM TM Lic. SZC to FFG

Paths Unseen SprintTM Lic. SZC to FFG 1 Paths Unseen (During your turn, Trailblazer After you sprint with this After you sprintskill, with you this may place anotherdiscard to move 1 space.) Before you sprintskill,, gain you may placehero anotherin your space without 1 inspiration. hero in your spaceprovoking without attacks. Sprint 1 (Duringprovoking your turn, attacks. Sprint 1 discard to move(During 1 space.) your turn,

TM Lic. SZC to FFG discard to moveSprint 1 space.) 1 (During your turn, discard to move 1 space.) Isolated Pathfinder 3 Pathfinder 1 Pathfinder 2 Pathfinder 3 Weakness

If Beravor chooses the Pathfinder role, her skill deck consists of Basic 1–6, Beravor 1–5, Pathfinder 1–3, and one random weakness.

9. Prepare Role Card and Create Skill Decks: Each hero finds the Starting Skill starting skill card for their role. Each starting skill card has the Card Icon number “1” after the role name at the bottom of the card and

Beravor has stars next to the card name. Each hero prepares their starting Might 3 skill card by placing it faceup below their hero card. Then, each Wisdom 3 Agility 3 4 player shuffles their remaining 14 cards together to create their Spirit 3 Fear 5 skill deck and places it facedown in their play area. Wit 2 Damage 5 Once per round, after you sprint, hide, or strike you may scout 1. TM Lic. SZC to FFG

Human Trailblazer

Before you sprint, gain 1 inspiration.

Sprint 1 (During your turn, TM Lic. SZC to FFG discard to move 1 space.) Trailblazer

Before you sprint, gain 1 inspiration. Sprint 1 (During your turn, discard to move 1 space.)

Pathfinder 1 Pathfinder 1

If Beravor is a Pathfinder, she places “Trailblazer” below her hero card.

10. Place Starting Tiles and Tokens: Select “Embark” in the app and follow the app’s instructions, placing map tiles and tokens in the play area as shown in the app to create the game map. A unique alphanumeric code is printed on each map tile to make it easy both to find the tiles and to orient them when placing them. Be sure to leave extra room for additional map tiles to be placed during the game—the app displays fog next to the starting map tiles to indicate roughly where map tiles will be added later. After following all instructions in the app, the players begin their adventure. Code on Map Tile

5 When a hero performs a travel action, they can move twice. Each time Playing The Game a hero moves, they move to an adjacent space. A game of Journeys in Middle-earth is played over a series of rounds. Each round has three phases that players resolve in the following order: 1. Action Phase: During this phase, the heroes move around the map, interact with the world, and attack enemies.

2. Shadow Phase: During this phase, the enemies move and attack heroes, and other dark threats grow stronger.

3. Rally Phase: During this phase, the heroes prepare for the next round.

After resolving each phase, a new round begins with the action phase. Players continue to resolve game rounds in this manner until the adventure ends.

Action Phase During the action phase, each hero takes a turn by performing actions Legolas moves two spaces to the left. to search, fight, and journey through the lands of Middle-earth. The heroes take turns in the order of their choice, and this order can change A hero can interrupt their two moves to perform the second action from round to round. of their turn. For example, a hero can move one space, perform their During a hero’s turn, they can perform two actions, which may be the second action, and then move one additional space. same action twice. The actions are: Exploration  Travel  Attack Each journey map tile has a square box where an exploration token may be placed, as indicated by the  Interact app. A map tile that has an exploration token on it is unexplored. When a hero moves into any space on an Exploration After all heroes have taken a turn, they select the unexplored tile, they must immediately explore the tile. Token hourglass button in the lower-right corner of the app screen to proceed to the shadow phase. To explore a tile, the hero selects the appropriate exploration token in the app and then selects the “Confirm” button. The app instructs the hero to discard the exploration token and gain one inspiration. To do ravel ction T A this, the hero can simply flip the exploration token and place it on their hero card. Inspiration is described later. The travel action allows a hero to move around the game map. The game map is composed of map tiles, each of which is divided into one Exploring a tile is not a separate action; it is simply the result of a hero or more spaces. A space is an area of the board enclosed by gray borders. moving onto a tile that has an exploration token. Spaces that share a gray border are adjacent to each other.

Gray Borders

Legolas Might 2

Wisdom 3

Agility 4 5 Spirit 2 Spaces Fear 6

Wit 3 Damage 4

Once per round, during your turn, you may spend 1 inspiration to move 1 space without provoking attacks.

Elf

Legolas moved into an unexplored tile, so he must explore it. He discards the exploration token and gains one inspiration, which he places on his hero card.

6 Attack Action Interact Action

The attack action allows heroes to attack an enemy group, attempting The interact action allows heroes to encounter points of interest on the to remove it from the map. An enemy group is one or more plastic map, which are indicated by search, person, and threat tokens. figures of the same type that move and attack together. Each enemy Interacting with these tokens is how heroes progress the adventure, group has a corresponding portrait in the app: discover items, gain experience, and neutralize threats.

Search Token Person Token Threat Token

If a hero is in the same space as one of these tokens, that hero can One Group of Group perform an interact action by selecting the token in the app and then Two Orc Figures Portrait in App selecting the button with the action () icon. When performing an interact action, the app provides the hero with instructions to follow. To perform an attack, the hero chooses an item to attack with. The Then, the hero continues their turn. item must have a stat icon in the upper-left corner of the card:

1: 2 hits 2: 5 hits

Stat Icon on Great Bow The Five Item Card Stat Icons TM Lic. SZC to FFG

range The hero also must choose one 32enemy  group that is in . If an enemy group is in the same space as the hero, that enemy group is in range. Enemy groups in spaces adjacent to the hero are also in range if the hero is attacking with an item card that has the ranged () icon in A hero can perform an interact action the upper-right corner. to search this search token.

1: 2 hits 2: 5 hits

Great Bow Ranged Icon on Inspecting Tokens in the App Item Card Players can inspect tokens in the app at any time by selecting them and reading their text, which usually describes what TM Lic. SZC to FFG After the hero chooses an item and enemy group, they resolve an attack the token represents. Inspecting is not an action, and the test against that enemy 32 group.  Tests are described later in “Tests” on player can select the “Cancel” button to close the token’s page 10. description. However, if a player selects the button preceded by the  icon, they are performing an interact action and must meet the requirements for doing so. Similarly, while inspecting an exploration token, they should not select the “Confirm” button unless their hero is exploring that token.

Adding Map Tiles The app instructs players to place new map tiles when certain conditions are met—these conditions include exploring and interacting with tokens, defeating enemies, etc. When the app instructs the players to place a tile, it highlights the alphanumeric code on that tile. The players should use this highlight to help orient the tile with the rest of the map.

7 Shadow Phase Darkness Step The shadow phase is evil’s opportunity to strike back and hinder the During the darkness step, darkness strikes fear into the hearts and heroes’ progress. To resolve the shadow phase, the app guides the minds of the heroes. Because darkness is not always present during heroes through the following steps: enemy activation, darkness, and an adventure, the heroes only resolve this step when the app instructs threat. After the shadow phase, the heroes proceed to the rally phase. them to do so. A hero is in darkness if any of the following three conditions apply: Enemy Activation Step  They are in a space with a printed darkness icon. During the enemy activation step, each enemy group attempts to move and attack. The app provides an enemy group with a target to move toward and attack: Darkness Icon

 They are in a space with a darkness token.  The app states that they are in darkness. First, the enemy group moves up to the indicated number of spaces toward the targeted hero, taking the To resolve the darkness step, each hero in darkness suffers an amount shortest path of spaces possible. The enemy group stops of fear indicated by the app. Suffering fear is described on page 12. when it is in range of that hero. The enemy is in range if Ranged Icon it is in the hero’s space or if it is in an adjacent space and on Portrait has the ranged () icon on its enemy portrait. If the enemy group cannot get in range of its target but it can get in range of another hero, that closer hero becomes the new target. If multiple heroes satisfy this condition, the heroes choose which one becomes the new target. If the enemy can get in range of a target, the “Attack” button is selected and the app displays the amount of damage () and fear () that the hero might suffer. Suffering damage and fear is described on page 12.

The enemy attacks for 3 damage () and 1 fear (). Both Gimli and Legolas suffer the amount of fear indicated by the app during the darkness phase because If the enemy group cannot get in range of any target, it ignores the they are in spaces with a printed darkness icon. entire instruction and the “No Target” button is selected. This provides the enemy with a new instruction, which usually moves the enemy closer to a hero.

The Orc group is instructed “Move 1: Attack Legolas (or closest hero).” It cannot reach Legolas’ space to attack him; instead, it moves toward and attacks Gimli.

8 Threat Step Rally Phase As time passes for the heroes, the threats of Middle-earth draw closer After the shadow phase, the app instructs the heroes to plan for the and become more dangerous. During the threat step, threat increases next round. and threat events may occur. First, each hero resets their skill deck by shuffling their discard pile Threat is represented by a threat bar at the top of the app screen, which into their deck. Then, the app instructs the heroes to “Scout 2.” A hero fills as threat increases. When threat increases to a threshold, a threat does this by revealing the top two cards of their skill deck. Then, the event is activated in the app and heroes resolve it by following its hero may prepare one of them by placing it below their hero card. If a instructions. Each threshold has a number that indicates the amount of card is prepared, the abilities on that card are available to be used. threat required for it to activate. If the threat bar ever fills completely, Elena the game ends and the heroes fail the adventure. Might 2 Wisdom 3

Agility 2 5 Spirit 4 Fear 6

Wit 3 Damage 4

TM Lic. SZC to FFG Once per test, after you spend 1 inspiration, a nearby hero gains 1 inspiration. Elven Light

Knowledge • Innate Before you test  or , you As the threat bar fills, the heroes will be may look at the top card of your deck and place it on the

top or bottom of your deck. TM Lic. SZC to FFG TM Lic. SZC to FFG subject to ever greater dangers. Elven Light Undying Might

Knowledge • Innate When you test , you may Before you test  or , you discard this skill to add 1 . may look at the top card of your deck and place it on the Elena 2 top or bottom of your deck. Threat increases during each threat step by the following amounts: Elena 2 Basic 1  two for each hero playing When Elena prepares Elven Light, she places it below her hero card.  one for each threat token on the map  one for each unexplored tile A hero can only have four skill cards prepared at a time, so it is important that their prepared cards are separated from any other cards Additionally, some effects can cause threat to increase during other they have in their play area. If a hero ever has more than four prepared game phases. The app always calculates and increases threat cards, they must discard cards until only four prepared cards remain. automatically. At any time, a hero can select a threshold in the app to After choosing whether or not to prepare a card, each hero places their view a brief description of its event. cards that were not prepared on the top or bottom of their deck in any order. By placing useless cards, like weaknesses, on the bottom of their deck and useful cards, such as cards that have the  (success) icon in the upper-left corner, on the top of their deck, a hero can help ensure that their upcoming actions have positive outcomes. After scouting, the heroes select the “Continue” button and proceed to a new round, starting with the action phase.

Completing an Adventure The party of heroes wins or loses an adventure together. Winning an This threshold activates during the threat step adventure provides the heroes with greater rewards; however, whether if threat is 15 or higher. they win or lose, all of the heroes proceed to the next adventure of the campaign. After completing their first adventure, players should read the “Campaign Rules” section in the Rules Reference—these rules describe how heroes can upgrade their items and purchase new skills before the next adventure begins.

Objectives

Each adventure provides the heroes with a series of objectives. During an adventure, the heroes’ current objective is displayed beneath the threat bar. After the heroes complete one objective, the app provides the heroes with a new objective automatically.

If the heroes complete the final objective before the threat bar is full, they win the adventure. If a hero is defeated, the remaining heroes continue playing; however, if they do not complete the final objective by the start of the next shadow phase, they lose the adventure.

9 Tests The hero uses successes differently depending on the test:  Some tests require the hero to input the number of successes into Tests are the primary way that heroes interact with the world and the app by selecting the “+” button. Then, the app provides the attack enemies. Heroes regularly perform tests when they are exploring, outcome of the test. The successes for some of these tests are encountering threats, attacking enemies, and interacting with the cumulative; the heroes can perform the test multiple times, and people of Middle-earth. the app tracks the total number of successes.

Each test requires a hero to use one of their stats, which are listed on their hero card: agility (), might (), spirit (), wisdom (), or wit (). To perform a test, a hero reveals cards from the top of their skill deck. The number of cards they reveal is equal to the value of the stat If a hero has two successes, they select the “+” twice. being tested.  Some tests provide a number that indicates how many successes are required to pass (e.g., “Test ; 1”). If the hero has successes equal to or greater than the required number, they pass the test. Otherwise, they fail the test. In either situation, the app provides TM Lic. SZC to FFG TM Lic. SZC to FFG

TM Lic. SZC to FFG the hero with further instructions. Undying Might Word of Warning Ways of Old When you test , you may  Knowledge discard this skill to add 1 . Tactic • Knowledge  When you or a nearby hero  Successes are used in different ways when attacking enemies and tests , you may discardWhen youthis test, you may skill to add 1  anddiscard scout this 1. skill to convert   scout 1 when negating damage and fear, both of which are described later. Sprint 1 1 to 1 and . Sprint 1 (During your turn, discard to move 1 space.) Basic3 1 Pathfinder 4 Beravor 2 After completing the test, the hero places all the cards they revealed during the test into their skill deck discard pile. Beravor’s might () is “3.” When she performs a  test, she reveals three cards from her deck. Fate and Inspiration

After revealing cards, the hero determines the number of During a test, a hero’s revealed cards may contain fate () icons. Fate successes   ( ) they have. Each success ( ) icon on the icons have no inherent effect; however, the hero can spend inspiration upper-left corner of revealed cards provides one success. tokens to convert fate icons to success () icons. Each inspiration spent The text on the revealed cards is ignored—it has no effect Success converts a single fate icon. To spend an inspiration, the hero takes an during tests. Icon inspiration from their hero card and returns it to the supply. TM Lic. SZC to FFG Beravor When a hero gains inspiration, they take an inspirationMight 3 The Tookish Part token from the supply and place it on their hero card.Wisdom 3 Agility 3 Innate • TheValour hero cannot have more inspiration tokens than 4 Spirit 3 Before you test, youthe may inspiration limit indicated on their hero card. Fear 5 discard this skill to test  Wit 2 Damage 5 instead and gain 1 inspiration. Inspiration Limit Once per round, after you sprint, hide, or strike Hide (After you test, discard to you may scoutof 1 .4 on Hero Card

become hidden.) Human

Bilbo 2 Test Example

Bilbo Might 2

Wisdom 2

Agility 3 6 Spirit 3 Fear 7

Wit 4 Damage 3

Before you interact, look at the top card of your deck. If it is a card with , gain 1 inspiration. You can equip only 1 .

Hobbit 1. Bilbo performs an interact action on a search token in his 3. Bilbo wants to pass the test, so he spends an inspiration token space. He is prompted to test agility () with a goal of to convert one  to . Now he has two , enough to pass two successes. the test. TM Lic. SZC to FFG TM Lic. SZC to FFG TM Lic. SZC to FFG TM Lic. SZC to FFG TM Lic. SZC to FFG TM Lic. SZC to FFG TM Lic. SZC to FFG TM Lic. SZC to FFG TM Lic. SZC to FFG Honed Agility Honed Agility Clever Wit The Tookish Part The Tookish Part WandererWanderer Clever Wit Clever Wit When you test , you may When you test , you may When you test , you may Innate • Valour  Innate • Valour AfterAfter you you explore explore a atile, tile, you you or or discard this skill to add 1 When. you test , you may discard this skill to add 1 . When you test , you may discard this skill to add 1 . Before you test, you may Before you test, you may a anearby nearby hero hero may may scout scout 1 1. .   discard this skill to add 1 . discard this skill to test discard this skill to add 1 . discard this skill to test instead and gain 1 inspiration. instead and gain 1 inspiration. Hide (After you test, discard to Hide (After you test, discard to become hidden.) become hidden.) Basic 2 Basic 2 Basic 5 Bilbo 1 Bilbo 1 AragornAragorn 1 1 Basic 5 Basic 5 2. Bilbo’s agility is “3,” so he reveals three cards from the 4. Bilbo selects “Pass” and resolves the instructions that appear. top of his skill deck. The revealed cards have a total of Then, he discards the cards he drew for the test to his skill one success () icon and two fate () icons. deck discard pile.

10 Attack Tests In addition to applying hits, abilities may provide heroes with attack modifiers, such as “pierce,” which allows a hero to bypass an enemy’s Attack tests are performed during a hero’s attack after the hero chooses armor. If an ability has a modifier, the hero selects the matching an enemy group to attack and an item to attack with. To perform an modifier in the app. The app calculates the effect of each modifier attack test, the hero chooses one of the stats listed in the upper-left automatically; each modifier is described in the Quick Reference on corner of the item card they are attacking with and tests that stat. Then, the back page of this book. the hero spends successes () to resolve one or more of that item’s abilities. Each ability indicates how many successes must be spent to The enemy menu displays a health value for each figure in the enemy resolve it, and each ability can be resolved only once per attack. group as well as each figure’s armor or sorcery value. If an enemy has armor or sorcery, hits reduce those values first. If an enemy does not A hero using “Sword” tests . 1: 2 hits have armor or sorcery, hits reduce the enemy’s health. One  can be spent to apply two 2: 5 hits hits, and two  applies five hits. 4 Health 1 Armor Most item abilities add hits to enemies. To add hits, the hero selects the enemy’s portrait to displaySword the 2 Sorcery enemy menu and then the attack tab to display the attack pane of the menu. Then, the hero selects the “+” After inputting all hits and modifiers, the hero selects the “Apply” button in the attack pane to input each TM Lic. SZC to FFG hit. Attack Tab button to apply the hits to the enemies (even if the hero had no hits). If an enemy’s health is reduced to zero, that enemy is defeated and the  27  app instructs the heroes to remove the enemy’s figure from the board. Attack Modifiers If an enemy is not defeated, it regains all of its armor and sorcery, and it may be prompted to counterattack. The enemy group can attack if it is in the hero’s space Plus (+) and Minus (–) or in an adjacent space and has the ranged () icon Ranged Icon Buttons for Hits on its portrait. If the enemy can attack, the hero selects on Portrait the “Yes” button and resolves an attack as described in “Enemy Activation Step” on page 8. Attack Pane of an Enemy Menu

Attack Test Example

When used to attack while When used to attack while you have 3 or more , add stun. 1: 2 hits, smite you have 3 or more , 1: 2 hits 2: 5 hits add stun.

Fate-Bender 1: 2 hits, smite 1: 2 hits

TM Lic. SZC to FFG 2: 5 hits

 90 

1. Aragorn attacks a group of in his space with his Fate- 4. AragornFate-Bender spends an inspiration to convert one  to . He Bender. Fate-Bender tests either might () or wisdom (); spends that  on Fate-Bender’s first effect, adding two more Aragorn’s wisdom is higher, so he chooses wisdom. hits and selecting “Smite.” Then, he selects “Apply.” TM Lic. SZC to FFG Aragorn TM Lic. SZC to FFG Might 3

Wisdom 4

Agility 2 4 Spirit 2  90  Fear

5 TM Lic. SZC to FFG TM Lic. SZC to FFG TM Lic. SZC to FFG

Damage 5 TM Lic. SZC to FFG Wit 3 Strider Gift ofWell Men Provisioned Tactic Lead the Charge When heroes scout during the rally phase, you Innate • Valour and nearby heroes each reveal 1 additional card. Strike 3 (When you attack,At the start of your turn, you discard to addDuring 3 hits.) your mayturn, discard you may this skill for youTactic discard this skilland toa nearbydiscardAfter hero youto scout attack, 2. you may Guard 2 (Discard1 . to prevent discard this skill to gain   Human 2 or for a hero in your 1 inspiration and for a nearby 2. Aragorn’s wisdom is “4,” so hespace.) reveals fourhero cardsto also attack. from his 5. The app applies seven hits directly to the Wights’ health (smite Strike 2 (When you attack, Aragorn 2 Aragorn 5 discard to add 2 hits.) deck. The cards he reveals have two successesCaptain 1 () and two ignores their sorcery). One is defeated, so Aragorn Captain 3 fate (). removes a Wight from his space and gains an inspiration token. When used to attack while Then, he discards the cards he revealed to his discard pile. you have 3 or more , add stun. 1: 2 hits, smite 1: 2 hits 2: 5 hits

Fate-Bender 3. Aragorn spends two  to resolve Fate-Bender’s third effect, 6. The Wight group is prompted to attack. Since it is in range of inputting five hits into the app. Aragorn, he selects “Yes” and resolves an enemy attack. TM Lic. SZC to FFG TM Lic. SZC to FFG

 90  11 Damage and Fear Last Stands Through their trials and ordeals, the heroes may be brought to the Middle-earth is rife with dangerous enemies and other Beravorthreats that limits ofMight what their3 bodies and spirits can endure. Each hero has imperil the intrepid heroes. As a result of these threats, the heroes may damage and fear limits on their hero card: suffer damage () and fear (). If a hero suffers too much damage or Wisdom 3 fear, they are on the verge of being defeated and must perform a last- Agility 3 stand test to determine if they succumb to the threats of Middle-earth 4 or rally and continue their adventure. Spirit 3 Fear 5 Damage and Fear Limits When a hero suffers a damage or fear, they reveal a damage or fear card Wit 2 Damage 5 from the appropriate deck and place it faceup in their play area. Then, they resolve the card’s effect. Many of these cards instruct the hero to Once per round, after you sprint, hide, or strike you may scout 1. flip the card facedown or discard it. If a hero is instructed to keep the After a hero has suffered damage or fear, if they have card faceup, it has a persistent effect that continues to apply to that Human a number of damage (faceup or facedown) equal to or hero. If a hero suffers multiple damage or fear at the same time, they greater than their damage limit or a number of fear reveal each card one at a time, resolving the card completely before (faceup or facedown) equal to or greater than their fear Party revealing another card. limit, that hero must perform a last stand. To perform Button Occasionally, a hero is specifically instructed to suffer facedown a last stand, the hero selects the party button in the damage or fear. When this occurs, the hero places that damage or fear lower-left corner of the app. Then, they select the hero’s portrait and facedown next to their hero card without reading the card’s text. the limit (damage or fear) that was reached. Then, they follow the app’s instructions. Negating Damage and Fear If a hero reaches both of their limits, they perform two last stands in the order of their choice. A hero may be granted a chance to negate damage or fear before they suffer it. When this occurs, the hero is presented with a stat to test (e.g., A last stand includes a test—if the hero fails the test, they are defeated. “Each hero in darkness suffers 2 fear;  negates.”). Before suffering the The hero is removed from the board and the party loses the adventure damage or fear, the hero may test the indicated stat, and each success in the next shadow phase unless they complete the final objective. If the () icon produced during that test prevents one damage or fear. hero passes the test, they follow the instructions provided by the app.

Suffering Damage Example

Feeble

Suffer 1 facedown . Then flip this card facedown.

Elena Might 2 TM Lic. SZC to FFG

Wisdom 3

Agility 2 5 Spirit 4 Fear 6

Wit 3 Damage 4

Once per test, after you spend 1 inspiration, a nearby hero gains 1 inspiration.

Elf

1. A group of Goblins attacks Elena for three damage () and 3. The first damage card she reveals is “Feeble,” which instructs one fear (). For this attack, a might () test negates damage her to suffer a facedown fear card and flip “Feeble” facedown. and fear.

Entangled

Keep this card faceup. When you perform the travel action, move 1 fewer space. After you rest, flip this card facedown.

Elena TM Lic. SZC to FFG TM Lic. SZC to FFG Might 2 TM Lic. SZC to FFG Lay of Twilight Wisdom 3 Travelling Song Agility 2 Entangled Knowledge • Song Song 5 During your turn, you Spirit 4 Keep this card faceup. may discard this skill forWhen you move into a space, Fear 6 When you perform the travel you may discard this skill for action, move 1 fewer space. you and nearby heroes to Wit 3 Damage 4 After you rest, flip this card collectively discard upyou to and up to 2 nearby heroes facedown.  to each gain 1 inspiration. 4 facedown and . Once per test, after you spend 1 inspiration, a nearby hero gains 1 inspiration. TM Lic. SZC to FFG

Elena 4 Musician 2 Elf

2. Elena’s might is “2,” so she reveals two cards from her deck. 4. The second damage card Elena reveals is “Entangled.” She has two successes (), so she can prevent a total of two “Entangled” instructs Elena to keep the card faceup. It will damage or fear. She chooses to prevent one damage and one continue to impede her movement during this adventure fear, so only two damage remains. until she is able to discard it or flip it facedown.

12 Additional Rules Placing Enemies This section includes additional rules that are necessary to play When an enemy group needs to be placed on the map, the app the game. indicates where the group is placed and how many figures are in the group. When an enemy group is placed, the app adds that enemy group’s portrait to the enemy bar along the bottom of the screen. There Enemies should be one enemy group (containing one or more figures) on the This section explains additional details related to enemy groups. game map for each enemy portrait shown in the app.

Readied and Exhausted Elite Enemies

An enemy group is either readied or exhausted. Enemies become Elite enemy groups are stronger than standard enemies, and they have exhausted either after the app activates them or after they attack. When special bonuses. An elite enemy group’s portrait has a spiked frame and an enemy is exhausted, its portrait in the app is darkened. banner icon. When an elite enemy group is placed on the map, the heroes place the elite banner token (red background) that matches that Exhausted enemies cannot activate, counterattack, or be provoked. enemy group’s banner icon along with the enemy figures. The app readies all enemy groups at the end of the shadow phase.

Elite Enemy Portrait and Matching Enemy Banner Readied Group Exhausted Group An elite enemy group’s bonuses are listed in its enemy menu. The app automatically applies all enemy bonuses, but the heroes can select Provoking Enemies bonuses in the enemy menu to view their effects. In addition to their listed bonuses, all elite enemies are able to perform counterattacks even While a hero is in the same space as a readied enemy group, certain when they are exhausted. actions will provoke that enemy, causing it to attack. A hero must provoke an enemy during each of the following situations:  before a hero moves out of a space that has a readied enemy  before a hero interacts with a token in a space that has a readied enemy

To provoke an enemy, a hero selects the provoke button An Elite Group’s Bonuses to the left of the enemy portraits in the app. Then, they select the portrait of the enemy that is provoked. Duplicate Enemy Groups That enemy immediately resolves an enemy attack against the hero as instructed by the app. After the Provoke It is possible for there to be multiple enemy groups of the same type enemy attacks, the hero can move out of that enemy’s Button that are not elite. When this happens, each additional enemy group is space, or perform an interact action as intended. automatically assigned an enemy banner, which is presented next to Unlike an enemy activation or counterattack, an enemy group is not that enemy’s portrait in the app. When the heroes place the duplicate exhausted when it is provoked. enemy group on the board, they place the matching enemy banner token next to that group’s figures. Interrupting Enemy Activations

Some abilities, such as Elena’s “Child of the Lhûn” skill card, can interrupt an enemy’s activation to apply hits or modifiers. To resolve these abilities, the hero selects the enemy’s portrait, inputs and applies hits or modifiers indicated by the ability, then continues the enemy’s activation.

The first Orc group has no enemy banner. The second Orc group uses the blue enemy banner.

13 Prepared Skill Cards Resetting Skill Decks As described in the rally phase, when a hero scouts cards, that hero can A hero must reset their skill card deck at the following times: prepare one of those cards by placing it faceup below their hero card. A  during the rally phase hero cannot have more than four prepared cards; if they would prepare  a fifth card, they must discard one of their prepared cards.  when there are no cards remaining in their deck Like hero and item cards, skill cards have abilities that help the heroes  when an effect instructs them to do so accomplish their goals. However, a skill card’s abilities can be used only while that card is prepared—in other words, the heroes ignore A hero resets their deck by shuffling their discard pile with any abilities on skill cards that are revealed for a test. remaining cards in their deck and placing the newly shuffled deck Each card ability describes when the ability can be used. To use an facedown. Prepared cards are not shuffled into the deck. ability, the hero resolves the ability’s text. Many skill card abilities instruct the hero to discard the card from their prepared area. Boon Cards Heroes can become hidden, emboldened, or determined. These are Keywords boons that improve a hero’s chances to battle enemies and pass tests. If a hero gains a boon, they take a boon card of the appropriate type Most skill cards contain one or more bolded keywords, such as and place it in their play area. The effect of each boon is described on “Sprint 1.” Keywords are a shorthand for abilities that appear on cards the card. frequently. The rules for each of the keywords can be found in the Quick Reference on the back page of this rulebook. Trinket Item Cards Traits Heroes may find trinkets during their adventures. Trinkets are item cards that have the trinket () icon along the bottom. When a hero Some skill cards (and item cards) contain italicized traits such as gains a trinket, they search the unused item cards for the specified card “Dwarf ” and “Tactic.” Traits have no inherent effects; however, other and place it faceup next to their other items. Then, they place a number game effects may refer to cards that have traits. If you would test  or , of depletion tokens on the trinket equal toyou themay deplete number this item in the lower-left to test  or  instead. corner of the card. Nearby

Some abilities and rules refer to nearby components or spaces. A Boots component is nearby another component if they share the same Starting Number of space or are in spaces that are adjacent to each other. A nearby space Depletion Tokens TM Lic. SZC to FFG refers to that space and all spaces adjacent to it. A component is not nearby itself. 2  22 

Apply The trinket “Boots” starts with two depletion tokens.

Abilities that “apply” hits and modifiers to enemies are not attacks. To resolve these abilities, the hero inputs hits and modifiers in the If a hero is instructed to deplete a trinket, they must spend one enemy’s menu and selects “Apply,” but the hero always selects “No” if depletion token by removing it from that trinket’s card. After a trinket’s the app prompts a counterattack. last depletion token is spent, the trinket is flipped facedown and cannot be used again during that adventure. Trinkets receive their starting number of depletion tokens at the beginning of each adventure. Special Skill Cards Weakness and title cards are special types of skill cards that are part of Dual–Wielding the heroes’ skill decks. A hero can attack with more than one item if those items all share the stat that is being tested. When attacking with more than one item, the Title Cards hero can spend successes () to resolve abilities on any of the chosen items. If the hero is attacking an adjacent enemy group, all of the Title cards reflect a hero’s memorable choices during a campaign. Title chosen items must have the ranged () icon. cards usually have powerful abilities that can be used only once during an adventure. When a hero gains a title card, they search the unused 1: 2 hits 1: Cleave 2: 5 hits 1: 2 hits title skill cards for the specified card and prepare it immediately. After you or a nearby hero rests, guards, or hides, that hero gains 1 inspiration. eakness ards W C Sword War-Maker

Each hero begins the game with one weakness card in their skill deck.

A heroTM Lic. SZC to FFG with “Sword” and “War-Maker”TM Lic. SZC to FFG can use both Weakness cards have no inherent effect—their purpose is to be useless items during an attack if testing might (). to heroes, cluttering skill decks and contributing no icons during tests.  27   94  When a hero gains a weakness card during an adventure, they take the top card of the weakness deck and place it in their skill deck discard pile. A hero can prepare a weakness card to temporarily remove it from their skill deck even though it does not grant any abilities.

14 App Elements Credits This section describes additional details related to the app. Game Design and Development: Nathan Hajek and Grace Holdinghaus Additional Development: Kara Centell-Dunk, Daniel Lovat Clark, Brandon Perdue, Lore and Experience Colin Phelps, and Yu-Chi Wang Technical Writing: Adam Baker Producer: During an adventure, the heroes may be rewarded with lore and Molly Glover Editing: Justin Hoeger experience. These resources are tracked in the app and allow the Board Game Manager: Andrew Fischer heroes to upgrade items and purchase new skills between adventures. Graphic Design: Edge Studios and Toujer Moua with Monica Helland, Duane Nichols, Players can ignore lore and experience for their first adventure; they are and WiL Springer described in more detail in the Rules Reference. Graphic Design Manager: Christopher Hosch Cover Art: Chris Rahn Map Tile Art: Yoann Boissonnet og F Interior Art: Nate Abell, Even Amundsen, Igor Artyokmenko, Cristi Balanescu, Ryan Barger, Juan Carlos Barquet, Tiziano Baracchi, Arden Beckwith, Sara Betsy, Sara Biddle, In the app, the portion of the map that is shrouded in fog indicates the Dimitri Bielak, Gabriela Birchal, Grzegorz Bobrowski, Yoann Boissonnet, Marius Bota, Eric Braddock, Noah Bradley, Jake Bullock, Joshua Cairos, Caravan Studio, Sidharth locations where tiles will be placed. This informs players where the Chaturvedi, Jason Cheeseman, Carmen Cianelli, Carlos Palma Cruchagaa, Alexandre Dainche, Christina Davis, David Demaret, Tristan Denecke, Sara Diesel, Lino Drieghe, map expands so they can better set up their play area. Guillaume Ducos, Carolina Eade, Alexandr Elichev, Emrah Elmasil, Alvaro Calvo Escudero, Tony Foti, Mariusz Gandzel, Tom Garden, Marica George-Bogdan, Sebastian Giacobino, Sergey Glushakov, Michael Anthony Gonzales, Nicholas Gregory, Katy Grierson, Nikolas Hagialas, Ilich Henriquez, David Hollowell, Rafal Hrynkiewicz, Aurelien Hubert, Amelie Hutt, Taylor Ingvarsson, Lukasz Jaskolski, Toni Justamante, Aleksander Karcz, Romana Kendelic, Igor Kieryluk, Drazenka Kimpel, Alexander Kozachenko, Adam Lane, Diego Gisbert Llorens, Henning Ludvigsen, Titus Lunter, Stephen M. Mabee, Melanie Maier, Javier Charro Martinez, Ken McCuen, Nacho Molina, Brendan C. Murphy, Jacob Murray, Mike Nash, Winona Nelson, Will O’Brien, Anthony Palumbo, Borja Pindado, Gabrielle Portal, Claudio Pozas, Rick Price, Dmitry Prosvirnin, Chris Rahn, Jose Manuel Rey, Silver Saaremel, Amanda Sartor, Adam Schumpert, Lucas Staniec, Anna Steinbauer, Florian Stitz, Tropa Entertainment, Andreia Ugrai, Charles Urbach, Brian Valenzuela, Jose Vega, Cristina Vela, Gabriel Verdon, Magali Villeneuve, Piya Wannachaiwong, Jason Ward, Kara Williams, Darek Zabrocki, and Ben Zweifel Art Direction: Tim Flanders Managing Art Director: Melissa Shetler Sculpting: Bhushan Arekar, Robert Brantseg, Brian Dugas, Rowena Frenzel, Ben Lodge, Adam Martin, Derek Miller, Niklas Norman, Luigi Terzi, and Dave Whitaker The fog indicates that the map will expand Sculpting Lead: Cory DeVore west of the currently placed tiles. Sculpting Manager: Derrick Fuchs Software Development: Mark Jones, Nathan Karpinksi, Paul Klecker, and Xavier Marleau Digital Artist: Gary Storkamp Software Executive Producer: Keith Hurley Quality Assurance: Andrew Janeba and Zach Tewalthomas Licensing Coordinators: Sherry Anisi and Long Moua What Now? Licensing Manager: Simone Elliott Production Management: Jason Glawe and Dylan Tierney Now you are ready to play your first adventure, so launch Visual Creative Director: Brian Schomburg the app and carefully proceed through the setup steps on Senior Project Manager: John Franz-Wichlacz pages 4–5. You can use the Quick Reference on the back Senior Manager of Product Development: Chris Gerber page to remind you of the phases and game terms. If you Executive Game Designer: Corey Konieczka have questions during play, consult the glossary in the Publisher: Andrew Navaro Rules Reference. Playtesters: Tim Bailey, Adam Bart, Zachary Bart, J-F Beaudoin, Martin Beauregard, Jens van den Berg, Michael Bernabo, Joe Bielecki, Kathy Bishop, Mary Jane Boeser, Michael Boggs, Frans Bongers, Joseph Bozarth, John Bradford, Isaac Brist, Chris Browne, Jim After you complete your first adventure, read the “Advanced Cartwright, Carl Coffey, Michelle Coffey, Caterina D’Agostini, Laura Deben, Andrea Rules” and “Campaign Rules” sections of the Rules Reference. Dell’Agnese, Wes Divin, Gavin Duffy, Emeric Dwyer, Luke Eddy, Richard A. Edwards, Julia Faeta, Deborah Garcia, Ian Gillings, Caitlin Ginther, Caleb Grace, Elizabeth Amy These sections explain the rules for battle map tiles, terrain Hajek, Philip Henry, Mary Hershey, Sterling Hershey, Jason Horner, Julien Horner, tokens, and upgrading your heroes’ skills and items. Then, Daniel Jay-Dixon, Joe Jay-Dixon, Michael Lawrence, Réjean Lebel, Jamie Lewis, Matt McGovern, Megan McGovern, Chris Mogensen, Steve Mumford, André Nordstrand, you will be ready to start your next adventure! Robert Quillen II, Nick Ruivo, John Shaffer, Hannie Shih, Joel Slotman, Preston Stone, Ian Thomas, Matt Tyler, Kevin Van Sloun, Todd Verge, Jason Walden, Todd Wall, Steinar Watne, Andrew Willsher, and Megan Willsher ©2018 Fantasy Flight Games. No part of this product may be reproduced without specific permission. Apple and the Apple logo are trademarks of Apple Inc., registered in the United States and/or foreign countries. App Store is a service mark of Apple Inc. Google Play and the Google Play logo are trademarks of Google LLC. Amazon and all related logos are trademarks of Amazon. com, Inc. or its affiliates. ©2018 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries. Middle- earth, The Lord of the Rings, and the characters, events, items and places therein, are trademarks or registered trademarks of The Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Fantasy Flight Supply is a trademark of Fantasy Flight Games. Fantasy Flight Games, the FFG logo are registered trademarks of Fantasy Flight Games. All rights reserved to their respective owners. Fantasy Flight Games is located at 1995 West County Road B2, Roseville, Minnesota, 55113, USA, 651-639-1905. Actual components may vary from those shown. Made in China. THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.

15 Quick Reference Attack Modifiers There are six modifiers that can benefit heroes during an attack: Round Structure  Pierce: This attack ignores the enemy’s armor. Each game round consists of the following three phases:  Smite: This attack ignores the enemy’s sorcery. 1. Action Phase: Each hero takes a turn by performing two actions.  Sunder: This attack permanently reduces the enemy’s armor by 2. Shadow Phase: Enemies activate, darkness is resolved (if one (before hits are applied). necessary), and threat increases—threat events are activated if  Cleave: Each enemy in the group suffers the full number of hits. threat reaches a threshold.  Lethal: If this attack reduces the enemy’s current health by at least 3. Rally Phase: Each hero resets their skill deck and then scouts half, the enemy is defeated. two cards.  Stun: This attack exhausts the enemy group. If the group is elite, Actions it also cannot counterattack this attack. During a hero’s turn, they can perform two actions. A hero can perform the same action twice or two different actions. Keywords   Travel: Move up to two times. A hero can perform their second  Scout X: When an effect instructs you to “Scout X,” reveal X cards action between their first and second movement. from the top of your skill deck. You may prepare one of those cards (place it faceup under your hero card). Then, place each of  Attack: Attack an enemy in your space. If you have a ranged the remaining revealed cards on the top or bottom of your skill weapon, you can attack a nearby enemy. deck in any order.  Interact: Interact with a token in your space.  Strike X: During your attack test, you may discard a card that has the “Strike X” keyword to add X hits to the attack. Resetting Skill Decks  Guard X: When you or a hero in your space would suffer damage or fear, you may discard a card that has the “Guard X” keyword A hero must reset their deck at the following times: to prevent any combination of X damage and fear.  during the rally phase  Sprint X: During your turn, you can discard a card that has  when there are no cards remaining in their deck the “Sprint X” keyword to move X additional spaces. You can perform actions between each movement.  when an effect instructs them to do so  Rest X: At the end of your turn, you can discard a card that has A hero resets their deck by shuffling their discard pile with any the “Rest X” keyword to discard any combination of X of your remaining cards from their deck and placing the newly shuffled deck facedown damage or fear cards. facedown. Prepared cards are not shuffled into the deck.  Hide: After performing a test, you can discard a card that has the Frequently Overlooked Rules “Hide” keyword to gain a “Hidden” boon card.  When instructed to move and attack, if an enemy cannot get in range of any target, it ignores that entire instruction (including Icons movement). The “No Target” button is selected and the enemy  Success receives a new instruction.  Fate (Each inspiration spent during a test converts 1  to 1 )   A readied enemy is provoked when a hero moves out of its space  Damage or when a hero interacts with a token in its space.  Fear  A component is nearby another component if they are in the   Ranged (Can attack a target in an adjacent space) same space or adjacent spaces.  Lore  A hero can have a maximum of four prepared cards at a time.  Interact Action

Hero Stats

 Agility  Spirit  Wit  Might  Wisdom

Items

 Trinket  One-Handed Item  Armor  Two-Handed Item

16